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Messages - 3lric

4141
Quote from: GeneralStrife on November 04, 2011, 03:48:19 pm
I sure wish you could make replacing formation sprites and portraits easier. Damn that is a pain in the ass.

I wish he could as well, but thats not really part of EasyVent :P

Also GS i see you asked about the music a while back on this page,  Music(x01,+VOL,+TIM) is the music command and it does indeed switch between the 2 in Attack.out,
but if i remember correctly no matter what settings you use it will always switch it to the second song with no way to bring it back to the first or use other songs
not setup in Attack.out.. If I'm wrong i would love to be corrected on this.
4142
QuoteAre you sure that's true with Camera()?  Remember, I use XXXXX and YYYYY to determine pathfinding along the horizontal axis, with ZZZZZ controlling the vertical one in my notes so that they're more consistent with things like WalkTo.  You might be right, though, since SpriteMove() uses XXXXX ZZZZZ YYYYY as my memory serves.  If you can verify things a bit better for me before next update it'd be much appreciated.


Yes, after much stress over the matter initially I am sure, because i use things like

Camera(+00750,-03000,+00400,+00450,+00128,+00000,+04096,+00256) Camera goes up
and
Camera(+00750,-00150,+00400,+00450,+00128,+00000,+04096,+00256) Camera comes back down

to have the camera go into the sky when switching between events (which is odd that Z needs to be negative to move up and using + makes it go under the board)
4143
New Project Ideas / Re: FFT: A Hero's Tale
November 04, 2011, 01:07:23 am
Quote from: DarkShade on November 04, 2011, 12:08:15 am
Thanks for the comment just comment once you finally figure what you know.


For Black Mage, try Lich (which should cost A LOT to unlock) as well as maybe something like Ifrit

For Archer, try something like Aim Head maybe which would cause blindness, and then something like lucky strike, low hit chance, but does critical

If i think of anything else i will let you know
4144
Quote from: DarkShade on November 03, 2011, 10:31:10 pm
Hey Elric42 once i finish with FFT: A Hero's Tale can i help u with your mod maybe?

Of course you can! We welcome any help we can get and I was actually going to ask you about it anyway since you seem quite good at class and ability customization and we have quite a few moves and skillsets written out but they haven't been made yet.

PM me sometime and we will talk more about it.

-Elric42
4145
The Lounge / Re: Fallout 3 Build Ideas
November 03, 2011, 09:44:16 pm
there are different mods you can do to the ini file to fix alot of running issues.

I would recommend FOOK as well as many other game changing mod on fallout nexus, They have some great stuff there
4146
New Project Ideas / Re: FFT: A Hero's Tale
November 03, 2011, 08:56:54 pm
I really like the new classes and abilities you have setup for this, as for what the ones that you suggest that we decide for you, I will have to think and get back to you on it, none the less great job and looking forward to seeing more :)
4147
So here's a new video! It has the games opening screen as well as the intro before you decide your characters name



Also here's an alternate opening let us hear your feedback! :mrgreen:



These are in the main most as well

-Elric42
4148
I would like to see more of the unknown command to be known altho i know the main issue was that you had asked for a full list and i don't know if anyone provided you with one but i do know that {42}() is needed to stop an earthquake. Thanx to Xifanie for that info.

Otherwise the only thing i can think of at this moment is that you have the 19-camera setup as

Camera(+XXXXX,+YYYYY,+ZZZZZ,+ANGLE,+MAPRT,+CAMRT,+ZOOM%,+TIMER)

but it should actually be

Camera(+XXXXX,+ZZZZZ,+YYYYY,+ANGLE,+MAPRT,+CAMRT,+ZOOM%,+TIMER)

atleast in my experience anyway. 

Hope this helps and keep up the great work! I wouldn't be able to do any of my events without this wonderful tool  :mrgreen:
4149
Spam / Re: Who wears short shorts?
November 03, 2011, 06:33:50 pm
^^...Durbs is blind now.. that wasn't very nice...
4150
New Project Ideas / Re: FFT: A Hero's Tale
November 01, 2011, 09:25:56 pm
Quote from: DarkShade on November 01, 2011, 09:15:09 pm
there is a reason i started a new mod my group quit on me and i couldn't finish without them. That's the reason why i started on this mod it was going to be my first one and its small so i wouldn't have to do any major editing.

I understand and im sorry to hear that but with what you were changing you could definately do it by yourself, before i got Durbs and Joseph Strife i did everything myself with some help with reading the forums and printing certain tutorials I know its easy to feel discouraged but with practice comes perfection, either way you decide to go, I will be looking forward to seeing some more work from you :) or it you ever want to help out on Jot5 we would more than welcome you
4151
Quote from: Durbs on November 01, 2011, 05:41:26 pm
Newest and probably the most final:

I like this alot Durbs ill import it and use it in the next video with the opening so you can see it in action ;)
4152
New Project Ideas / Re: FFT: A Hero's Tale
November 01, 2011, 09:10:15 pm
Quote from: Eternal248 on November 01, 2011, 05:16:21 pm
I really advise you keep your projects small or they'll just die. Please read the "Why Your Project Won't Be Completed" thread. It may seem negative at first, but it gives really good tips on how to ensure your patch gets completed. It's also best to have a demo or some videos of your patch before asking for help- people are often busy with other projects and will need a good reason to help with someone else's. Good luck! :D

He is correct Shade, and you were doing a good job with your other mod you should really finish that first. for example i have 2 other mod ideas that are going to be quite cool, but they wont even begin until my current mod is done
4153
Quote from: DarkShade on October 31, 2011, 09:38:33 pm
thanks but i mean to switch the sprite to use a custom animation instead of using Evtchr do i need to go to every event that uses evtchr and change whatyou just told me?

Oh, every event is different and there are not regular animations for all evtchr, so u may have to
Either make own evtchars ehich i would also like to know how to do or edit the events a bit
4154
Quote from: DarkShade on October 31, 2011, 09:17:20 pm
another thing do i have to use the same text for every event that uses the EVTCHR?


no, you see at the bottom of the event where is says

//INSTRUCTION SECTION END -  TEXT START
//Message x01


This is all your text and they correspond to the
DisplayMessage(x10,x09,x0001,x0C,x00,x00,+00000,+00060,+00000,x00)

that you see in the event itself, you can edit and add these to your hearts content

I would personally have it setup like this tho
DisplayMessage(x10,x12,x0001,x0C,x00,x00,+00000,+00000,+00000,x00)

replace the 09 with a 12, and make the +00060 a +00000 so that the dialogue box is already centered
over the speaking characters head (which is the forth value in this case 0C which is Ovelia)

one thing you may want to look at it a guide that Kokojo made, I still use it from time to time upon starting a brand new event,
but it still has relevant information for your topic as well, check out the link:

http://ffhacktics.com/smf/index.php?topic=4067.msg89796#msg89796


4155
Quote from: DarkShade on October 31, 2011, 09:11:42 pm
thanks :mrgreen: that helped a lot also i will change them with the appropriate name soon. thanks for the help and information guys.

My pleasure
4156
Shade I'll explain this as best i can but I'm going to do so in assuming you already know about EasyVent and that you know how to edit something in an event, use the compiler and reinsert the test.evt back into your iso

You won't be changing an EVTCHR, you will just be setting it to run a normal animation instead of the EVTCHAR

what you will need to do is in the Event 00004000 0x002 : Orbonne Prayer - there are 2 lines you need to change

The first one is:
UnitAnim(x02,x00,x61,x02,x00)

You will need to change it to:
UnitAnim(x02,x00,x24,x00,x00)

The second line is:
UnitAnim(x02,x00,x62,x02,x00)

You will need to change it to:
UnitAnim(x02,x00,x35,x00,x00)

Once you do this simply save as event.txt in same folder as the compiler and test.evt and runt he compiler and then insert updated TEST.EVT into the ISO
done :) incase you have trouble simply copy/paste everything in this spoiler section into a notepad document and call it event.txt. download the compiler/decompiler, use
CDMage to extract TEST.EVT and put it in the same folder, run the decompiler to generate PSXEvent.txt. Place the event.txt that you made earlier into the same folder, run compiler.
Reinsert TEST.EVT into ISO... Profit  :mrgreen:

Offset(x00004000)
//Remove the previous line if you wish not to override the offset in

CONFIG.INI.
Text(x000008F9)
//Remove the previous line if you wish text to compile directly after

instructions.

{7C}()
LoadEVTCHR(x01,x00,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
{6D}(r0000)
WarpUnit(x02,x00,001,003,x00,x03)
WarpUnit(x17,x00,001,004,x00,x03)
WarpUnit(x83,x00,001,005,x00,x03)
WarpUnit(x84,x00,001,004,x00,x03)
ColorUnit(x13,x00,x04,-001,-001,-001,000)
Wait(00002)
Camera(+02040,-00572,+00488,+00750,+03074,+00000,+08192,+00001)
WaitForInstruction(x04,x00)
UnitAnim(x34,x00,x02,x00,x00)
UnitAnim(x13,x00,x02,x00,x00)
Background(000,000,000,000,000,000,000,x00)
UnitAnim(x0C,x00,x58,x02,x01)
{4D}(r80)
ColorField(x04,-004,-004,-004,000)
ColorUnit(x00,x00,x04,-008,-008,-006,000)
{63}(rA8)
{1D}()
Camera(+01528,-00364,+00488,+00510,+03074,+00000,+05952,+00260)
Camera(+01448,-00328,+00488,+00350,+03202,+00000,+04128,+00080)
Camera(+01256,-00328,+00488,+00334,+03314,+00000,+04032,+00068)
Camera(+01000,-00280,+00496,+00318,+03442,+00000,+03808,+00056)
Camera(+00872,-00220,+00500,+00308,+03552,+00000,+04096,+00032)
Camera(+00840,-00220,+00504,+00302,+03584,+00000,+04096,+00048)
{1E}()
{49}()
UnitPresent(x02,x00,x01)
UnitPresent(x17,x00,x01)
UnitPresent(x83,x00,x01)
UnitPresent(x80,x00,x01)
UnitPresent(x81,x00,x01)
AddUnitStart()
Wait(00180)
{1A}(r04141F1F04)
DisplayMessage(x10,x09,x0001,x0C,x00,x00,+00000,+00060,+00000,x00)
Wait(00086)
{1A}(r0400000004)
Wait(00148)
UnitAnim(x0C,x00,x59,x02,x01)
WaitForInstruction(x04,x00)
Camera(+00840,-00220,+00504,+00302,+03584,+00000,+04096,+00004)
WaitForInstruction(x04,x00)
WaitForInstruction(x01,x00)
Wait(00030)
ColorUnit(x00,x00,x04,+000,+000,+000,004)
ColorField(x04,+000,+000,+000,004)
Wait(00060)
DisplayMessage(x10,x12,x0002,x34,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00030)
UnitAnim(x0C,x00,x5A,x02,x01)
Wait(00030)
DisplayMessage(x10,x91,x0003,x0C,x00,x00,+00000,+00000,+00008,x02)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00050)
UnitAnim(x0C,x00,x59,x02,x01)
Wait(00070)
UnitAnim(x34,x00,x5B,x02,x00)
DisplayMessage(x10,x92,x0004,x34,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
UnitAnim(x34,x00,x5C,x02,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
UnitAnim(x13,x00,x03,x00,x00)
Wait(00016)
SpriteMove(x13,x00,+00028,+00000,+00000,x00,x01,+00040)
WaitSpriteMove(x13,x00)
UnitAnim(x13,x00,x02,x00,x00)
Wait(00030)
DisplayMessage(x10,x92,x0005,x13,x00,x00,+00000,-00008,+00012,x02)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00080)
AddUnitEnd()
{6D}(r0000)
ResetUnitColor(x02,x00)
ResetUnitColor(x17,x00)
Wait(00001)
ResetUnitColor(x80,x00)
ResetUnitColor(x81,x00)
ResetUnitColor(x83,x00)
Sound(x0048)
Wait(00010)
UnitAnim(x34,x00,x02,x00,x00)
RotateUnit(x34,x00,x04,x02,x01,000)
Wait(00020)
RotateUnit(x13,x00,x02,x01,x00,000)
{63}(rCA)
Camera(+00616,-00220,+00504,+00302,+04432,+00000,+04096,+00064)
BlockStart()
ColorUnit(x17,x00,x01,+000,+000,+000,000)
UnitAnim(x17,x00,x03,x00,x00)
SpriteMove(x17,x00,-00028,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x17,x00)
Draw(x17,x00)
ColorUnit(x17,x00,x08,+000,+000,+000,002)
Wait(00017)
SpriteMove(x17,x00,+00000,+00000,+00000,x00,x01,+00028)
WaitSpriteMove(x17,x00)
WalkTo(x17,x00,003,004,x00,x00,+008,x00)
WaitWalk(x17,x00)
UnitAnim(x17,x00,x02,x00,x00)
BlockEnd()
BlockStart()
Wait(00020)
ColorUnit(x02,x00,x01,+000,+000,+000,000)
SpriteMove(x02,x00,-00028,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x02,x00)
ColorUnit(x02,x00,x08,+000,+000,+000,002)
Wait(00017)
Draw(x02,x00)
SpriteMove(x02,x00,+00000,+00000,+00000,x00,x01,+00028)
WaitSpriteMove(x02,x00)
WalkTo(x02,x00,002,003,x00,x00,+008,x01)
MovementAnim(r02000200)
BlockEnd()
BlockStart()
Wait(00040)
ColorUnit(x83,x00,x01,+000,+000,+000,000)
SpriteMove(x83,x00,-00028,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x83,x00)
ColorUnit(x83,x00,x08,+000,+000,+000,002)
Wait(00017)
Draw(x83,x00)
SpriteMove(x83,x00,-00014,+00000,+00000,x00,x01,+00028)
WaitSpriteMove(x83,x00)
WalkTo(x83,x00,002,005,x00,x00,+005,x01)
MovementAnim(r83000200)
WaitWalk(x83,x00)
BlockEnd()
Wait(00020)
UnitAnim(x0C,x00,x5D,x02,x00)
Wait(00014)
UnitAnim(x0C,x00,x5E,x02,x00)
WaitForInstruction(x08,x00)
{1C}(r02)
DisplayMessage(x10,x91,x0006,x17,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0007,x34,x00,x00,+00000,+00000,+00001,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00004)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00010)



UnitAnim(x02,x00,x24,x00,x00)



Wait(00005)
UnitAnim(x83,x00,x63,x02,x00)
Wait(00025)
UnitAnim(x17,x00,x5F,x02,x00)
Wait(00025)
DisplayMessage(x10,x11,x0008,x17,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00024)
DisplayMessage(x10,x92,x0009,x34,x00,x00,+00000,+00000,+00001,x00)
WaitForInstruction(x01,x00)
Wait(00005)
UnitAnim(x17,x00,x60,x02,x00)
Wait(00005)
DisplayMessage(x10,x91,x000A,x17,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00003)
CloseDialog(x02,x000B,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00003)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00013)
UnitAnim(x0C,x00,x65,x02,x00)
Wait(00003)
UnitAnim(x0C,x00,x02,x00,x00)
Wait(00015)
DisplayMessage(x10,x11,x000C,x0C,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00003)



UnitAnim(x02,x00,x35,x00,x00)




Wait(00003)
UnitAnim(x83,x00,x64,x02,x00)
{1C}(r01)
Camera(+00616,-00220,+00616,+00302,+04608,+00000,+04096,+00060)
Wait(00030)
WaitForInstruction(x04,x00)
UnitAnim(x34,x00,x02,x00,x00)
RotateUnit(x34,x00,x09,x01,x00,000)
Wait(00012)
UnitAnim(x13,x00,x02,x00,x00)
RotateUnit(x13,x00,x0D,x00,x00,000)
Wait(00030)
UnitAnim(x0C,x00,x02,x00,x00)
RotateUnit(x0C,x00,x04,x02,x00,000)
WaitRotateUnit(x0C,x00)
WalkTo(x0C,x00,006,004,x00,x00,+004,x00)
Wait(00075)
RotateUnit(x13,x00,x00,x00,x00,000)
WaitWalk(x0C,x00)
UnitAnim(x0C,x00,x02,x00,x00)
Wait(00008)
RotateUnit(x0C,x00,x08,x01,x00,000)
Wait(00030)
DisplayMessage(x10,x91,x000D,x13,x00,x00,+00026,+00014,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x000E,x0C,x00,x00,+00000,+00000,+00001,x03)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x02,xFFFF,x00,x00)
{49}()
UnitPresent(x84,x00,x01)
AddUnitStart()
Wait(00070)
AddUnitEnd()
{6D}(r8400)
ResetUnitColor(x84,x00)
Wait(00001)
ColorUnit(x84,x00,x04,-001,-001,-001,000)
Wait(00002)
Sound(x0048)
ColorField(x04,+000,+002,+002,000)
Wait(00002)
ColorField(x04,+000,+001,+001,000)
Wait(00002)
UseFieldObject(x01,x00)
Wait(00006)
Sound(x0048)
ColorField(x04,+000,+000,+000,001)
Wait(00009)
BlockStart()
ColorUnit(x84,x00,x01,+000,+000,+000,000)
Wait(00002)
SpriteMove(x84,x00,-00030,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x84,x00)
UnitAnim(x84,x00,x6A,x02,x00)
Draw(x84,x00)
ColorUnit(x84,x00,x08,+000,+000,+000,004)
SpriteMove(x84,x00,+00000,+00000,+00000,x02,x0E,+00046)
WaitSpriteMove(x84,x00)
SpriteMove(x84,x00,+00024,+00000,+00000,x02,x0E,+00062)
WaitSpriteMove(x84,x00)
SpriteMove(x84,x00,+00032,+00000,+00000,x01,x0C,+00026)
WaitSpriteMove(x84,x00)
UnitAnim(x84,x00,x21,x00,x00)
Wait(00006)
Sound(x0028)
UnitAnim(x84,x00,x24,x00,x00)
BlockEnd()
Camera(+00440,-00204,+00600,+00302,+04608,+00000,+04096,+00064)
UnitAnim(x17,x00,x02,x00,x00)
RotateUnit(x17,x00,x00,x01,x00,000)
SpriteMove(x17,x00,-00014,+00000,+00034,x00,x01,+00040)
Wait(00010)
{60}(r001E)
FaceUnit(x84,x00,x0C,x00,x00,x00,x00)
RotateUnit(x13,x00,x04,x01,x01,000)
UnitAnim(x83,x00,x02,x00,x00)
RotateUnit(x83,x00,x00,x01,x00,000)
SpriteMove(x83,x00,-00014,+00000,+00022,x00,x01,+00032)
Wait(00010)
{8C}(r020006020000)
UnitAnim(x02,x00,x02,x00,x00)
SpriteMove(x02,x00,+00000,+00000,-00016,x00,x01,+00040)
RotateUnit(x34,x00,x04,x00,x01,000)
Wait(00022)
UnitAnim(x13,x00,x03,x00,x00)
SpriteMove(x13,x00,-00064,-00001,-00021,x02,x0C,+00100)
Wait(00040)
RotateUnit(x02,x00,x08,x00,x01,000)
WaitSpriteMove(x13,x00)
UnitAnim(x13,x00,x67,x02,x00)
Sound(x0041)
Wait(00030)
Music(x01,+096,000)
Wait(00030)
DisplayMessage(x10,x91,x000F,x84,x00,x00,-00011,+00014,+00032,x12)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
DisplayMessage(x10,x12,x0010,x13,x00,x00,-00031,-00006,-00032,x00)
WaitForInstruction(x01,x00)
SpriteMove(x34,x00,+00000,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x34,x00)
Wait(00010)
UnitAnim(x34,x00,x04,x00,x00)
Sound(x0030)
SpriteMove(x34,x00,-00012,-00002,+00001,x00,x01,+00008)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00025,+00000,+00002,x00,x01,+00008)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00039,-00002,+00003,x00,x01,+00007)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00054,+00000,+00004,x00,x01,+00007)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00070,-00003,+00006,x00,x01,+00006)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00086,+00000,+00008,x00,x01,+00006)
WaitSpriteMove(x34,x00)
RotateUnit(x17,x00,x02,x00,x00,000)
RotateUnit(x02,x00,x04,x00,x01,000)
SpriteMove(x34,x00,-00102,-00003,+00009,x00,x01,+00006)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00118,+00000,+00010,x00,x01,+00006)
WaitSpriteMove(x34,x00)
ColorUnit(x34,x00,x01,+000,+000,+000,002)
SpriteMove(x34,x00,-00134,-00004,+00010,x00,x01,+00006)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00150,+00000,+00012,x00,x01,+00006)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00166,+00000,+00012,x00,x01,+00006)
WaitSpriteMove(x34,x00)
Erase(x34,x00)
Wait(00015)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
{7E}(r57001C00)
RotateUnit(x02,x00,x08,x00,x00,000)
{7E}(r57001E00)
RotateUnit(x17,x00,x00,x00,x00,000)
BlockEnd()
DisplayMessage(x10,x91,x0011,x17,x00,x00,+00020,+00000,+00000,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
DisplayMessage(x10,x92,x0013,x02,x00,x00,+00000,+00000,-00006,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,x0014,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
RotateUnit(x17,x00,x04,x01,x01,001)
BlockStart()
SpriteMove(x17,x00,-00014,+00000,+00034,x00,x01,+00001)
WaitSpriteMove(x17,x00)
UnitAnim(x17,x00,x03,x00,x00)
SpriteMove(x17,x00,-00057,+00000,+00012,x00,x01,+00040)
WaitSpriteMove(x17,x00)
RotateUnit(x17,x00,x04,x01,x01,000)
UnitAnim(x17,x00,x03,x00,x00)
SpriteMove(x17,x00,-00090,+00000,-00008,x00,x01,+00040)
Wait(00020)
ColorUnit(x17,x00,x01,+000,+000,+000,002)
Wait(00021)
Erase(x17,x00)
BlockEnd()
BlockStart()
Wait(00060)
SpriteMove(x02,x00,+00000,+00000,-00016,x00,x01,+00001)
WaitSpriteMove(x02,x00)
RotateUnit(x02,x00,x04,x02,x00,000)
WaitRotateUnit(x02,x00)
Wait(00020)
UnitAnim(x02,x00,x03,x00,x00)
SpriteMove(x02,x00,-00062,+00000,+00008,x00,x01,+00080)
Wait(00060)
ColorUnit(x02,x00,x01,+000,+000,+000,002)
Wait(00021)
Erase(x02,x00)
BlockEnd()
BlockStart()
Wait(00030)
UnitAnim(x83,x00,x03,x00,x00)
SpriteMove(x83,x00,-00031,+00000,-00006,x00,x01,+00060)
WaitSpriteMove(x83,x00)
RotateUnit(x83,x00,x04,x00,x01,001)
SpriteMove(x83,x00,-00060,+00000,-00036,x00,x01,+00060)
Wait(00040)
ColorUnit(x83,x00,x01,+000,+000,+000,002)
Wait(00021)
Erase(x83,x00)
BlockEnd()
UnitAnim(x13,x00,x68,x02,x00)
Wait(00060)
WaitForInstruction(x08,x00)
RemoveUnit(x83,x00)
Wait(00002)
{49}()
UnitPresent(x82,x00,x01)
{82}()
AddUnitStart()
Wait(00080)
DisplayMessage(x10,x11,x0012,x0C,x00,x00,+00003,+00000,-00002,x00)
WaitForInstruction(x01,x00)
Wait(00020)
{63}(rAA)
Camera(+00680,-00204,+00600,+00430,+04656,+00000,+02656,+00133)
Wait(00070)
ColorField(x00,-031,-031,+000,004)
ColorUnit(x00,x00,x00,-031,-031,+000,004)
Wait(00033)
ColorUnit(x00,x00,x00,-031,-031,-031,004)
ColorField(x00,-031,-031,-031,004)
Wait(00033)
RemoveUnit(x13,x00)
AddUnitEnd()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{delay:05}"God,{delay:0F} {delay:05}please help us{br}
sinful children of Ivalice{delay:3C}.{delay:01}{end}

//Message x02
{font:08}Female Knight{br}
{font:00}Princess Ovelia, let's go.{end}

//Message x03
{font:08}Princess Ovelia{br}
{font:00}Just a moment, Agrias...{end}

//Message x04
{font:08}Agrias{br}
{font:00}The guards have already{br}
arrived.{end}

//Message x05
{font:08}Priest{br}
{font:00}Princess, don't give Agrias{br}
trouble. Please hurry...{end}

//Message x06
{font:08}Black knight{br}
{font:00}What's going on? {br}
It's been nearly an hour!{end}

//Message x07
{font:08}Agrias{br}
{font:00}Don't be rude to the Princess,{br}
Gafgarion.{end}

//Message x08
{font:08}Gafgarion{br}
{font:00}Is this going to be alright,{br}
Agrias?{br}
This is an urgent issue for us.{end}

//Message x09
{font:08}Agrias{br}
{font:00}So there are rude knaves{br}
even among the Hokuten?{end}

//Message x0A
{font:08}Gafgarion{br}
{font:00}I'm being more than kind{br}
to the guard captains here.   {br}
Besides, we're mercenaries{br}
hired by the Hokuten. I'm not{br}
obliged to show respect to you.{end}

//Message x0B
{font:08}Agrias{br}
{font:00}What? How dare you!{end}

//Message x0C
{font:08}Ovelia{br}
{font:00}Enough. Let's go.{end}

//Message x0D
{font:08}Priest{br}
{font:00}Go with God.{end}

//Message x0E
{font:08}Ovelia{br}
{font:00}You too, Simon.{end}

//Message x0F
{font:08}Female Knight{br}
{font:00}Lady Agrias!...{br}
The enemy!{end}

//Message x10
{font:08}Simon{br}
{font:00}Prince Goltana's men!?{end}

//Message x11
{font:08}Gafgarion{br}
{font:00}What one must do{br}
to make money.{br}
What, {Ramza}? {br}
You have a problem, too?{end}

//Message x12
{font:08}Ovelia{br}
{font:00}Oh God...{end}

//Message x13
{font:08}{Ramza}{br}
{font:00}...I'm no longer a Knight.{br}
Just a mercenary like you.{end}

//Message x14
{font:08}Gafgarion{br}
{font:00}...That's right.{br}
{br}
Well then. Let's go!{end}

//Message x15



IF you still can't do it what you can do is make a ppf of the most up to date patch you have and and send it to me then i can patch an iso, pull the test.evt and fix it for you, then make a ppf to send back to you.

If need any further help with events PM me and i will try my best to help :)
4157
Any bugs I find i will put in this post

-In the Church at the Beginning, when Ramza, Gaf, and Rad walk in and Ramza kneels. If you change the animation to have him using a standard bow animation rather then the EVTCHR, the colors won't get messed up, it's really very simple, if you have trouble i can lend a hand with this.

-In the sprite you are using for the archers there are no Portraits, but also when they are in the dead animation is you look at them from different angles there is a line to the left of them, easily fixable but i thought I would mention it
4158
Quote from: DarkShade on October 31, 2011, 07:57:39 pm
if you find any bugs tell me please.

Will do :)
4159
Quote from: DarkShade on October 31, 2011, 07:34:25 pm
i got it off dafont.com also i can only upload it in rar for some reason. you heard that its now out.


good then that means its mostly likely one of the ones i downloaded last night but haven't tested yet, I'm downloading you patch now and im gonna burn it and test it out
4160
Old Project Ideas / Re: Descend To Darkness UPDATED!!!
October 31, 2011, 07:31:00 pm
Quote from: DarkShade on October 31, 2011, 07:18:09 pm
sorry guys for some reason the webstie wont let me post the new ppf (which is making me very very angry)
i hope some how this can get fix. plus how do you guys think about this pick as my title screen.


Thats an awesome Title! Where did you find that Font!? Also try mediafire or megaupload you can do both for free, i have had to host ppf's there before as well, and if it gives you crap about it being a ppf then just put it in a rar file